Files
OpenRA/OpenRA.Mods.Common/Widgets/Logic/MuteHotkeyLogic.cs
Ivaylo Draganov a0f17b15ec Refactor translation files
- Add prefixes to all message keys to provide context
- Use messages with attributes for some UI elements (dropdowns, dialogs, checkboxes, menus)
- Rename some class fields for consistency with translation keys
2022-12-19 22:04:54 +13:00

55 lines
1.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using OpenRA.Mods.Common.Lint;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets.Logic
{
[ChromeLogicArgsHotkeys("MuteAudioKey")]
public class MuteHotkeyLogic : SingleHotkeyBaseLogic
{
[TranslationReference]
const string AudioMuted = "label-audio-muted";
[TranslationReference]
const string AudioUnmuted = "label-audio-unmuted";
readonly ModData modData;
[ObjectCreator.UseCtor]
public MuteHotkeyLogic(Widget widget, ModData modData, Dictionary<string, MiniYaml> logicArgs)
: base(widget, modData, "MuteAudioKey", "GLOBAL_KEYHANDLER", logicArgs)
{
this.modData = modData;
}
protected override bool OnHotkeyActivated(KeyInput e)
{
Game.Settings.Sound.Mute ^= true;
if (Game.Settings.Sound.Mute)
{
Game.Sound.MuteAudio();
TextNotificationsManager.AddFeedbackLine(modData.Translation.GetString(AudioMuted));
}
else
{
Game.Sound.UnmuteAudio();
TextNotificationsManager.AddFeedbackLine(modData.Translation.GetString(AudioUnmuted));
}
return true;
}
}
}